115 lines
3.8 KiB
C++

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#pragma once
#include "Engine.h"
#include "spine/spine.h"
#include "SpineSkeletonDataAsset.generated.h"
USTRUCT(BlueprintType, Category = "Spine")
struct SPINEPLUGIN_API FSpineAnimationStateMixData {
GENERATED_BODY();
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString From;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString To;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float Mix = 0;
};
UCLASS(BlueprintType, ClassGroup=(Spine))
class SPINEPLUGIN_API USpineSkeletonDataAsset: public UObject {
GENERATED_BODY()
public:
spine::SkeletonData* GetSkeletonData(spine::Atlas* Atlas);
spine::AnimationStateData* GetAnimationStateData(spine::Atlas* atlas);
void SetMix(const FString& from, const FString& to, float mix);
float GetMix(const FString& from, const FString& to);
FName GetSkeletonDataFileName () const;
void SetRawData (TArray<uint8> &Data);
virtual void BeginDestroy () override;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float DefaultMix = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<FSpineAnimationStateMixData> MixData;
UPROPERTY(Transient, VisibleAnywhere)
TArray<FString> Bones;
UPROPERTY(Transient, VisibleAnywhere)
TArray<FString> Slots;
UPROPERTY(Transient, VisibleAnywhere)
TArray<FString> Skins;
UPROPERTY(Transient, VisibleAnywhere)
TArray<FString> Animations;
UPROPERTY(Transient, VisibleAnywhere)
TArray<FString> Events;
protected:
UPROPERTY()
TArray<uint8> rawData;
UPROPERTY()
FName skeletonDataFileName;
spine::SkeletonData* skeletonData;
spine::AnimationStateData* animationStateData;
spine::Atlas* lastAtlas;
#if WITH_EDITORONLY_DATA
public:
void SetSkeletonDataFileName (const FName &skeletonDataFileName);
protected:
UPROPERTY(VisibleAnywhere, Instanced, Category=ImportSettings)
class UAssetImportData* importData;
virtual void PostInitProperties ( ) override;
virtual void GetAssetRegistryTags(TArray<FAssetRegistryTag>& OutTags) const override;
virtual void Serialize (FArchive& Ar) override;
#endif
void LoadInfo();
};